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* added uint64 typeBrian2007-08-171-4/+6
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* replace assertion w/ conditionals in xmesa_clear()Brian2007-08-171-3/+3
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* Use simple st->pipe->clear() in more cases for depth/stencil clears.Brian2007-08-171-14/+17
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* fix buffer clearing problemsBrian2007-08-175-42/+32
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* assertionsBrian2007-08-172-1/+10
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* added assertions, disable debug outputBrian2007-08-172-0/+7
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* Break mesa dependencies.michal2007-08-161-6/+66
| | | | Silence compiler warnings.
* Silence compiler warnings.michal2007-08-161-55/+63
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* Break mesa dependencies.michal2007-08-161-3/+1
| | | | Silence compiler warnings.
* Silence compiler warnings.michal2007-08-161-5/+5
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* Define ffs() for __WIN32__ & __MSC__.michal2007-08-161-1/+13
| | | | Break mesa dependencies.
* Define __WIN32__.michal2007-08-161-0/+6
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* Move VS code from st_atom_fs.c to st_atom_vs.c.michal2007-08-162-97/+80
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* Cosmetic changes.michal2007-08-161-11/+16
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* Remove many dependencies on mesa headers.Brian2007-08-1617-140/+218
| | | | To build with mesa, need -DMESA in makefile/config file.
* misc changes to support vertex shaders (disabled by default)Brian2007-08-164-4/+24
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* run real vertex shaders, a total hack for nowBrian2007-08-161-0/+163
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* make pass-through vertex shaderBrian2007-08-161-0/+54
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* check for null swrast (pipe work-around)Brian2007-08-161-0/+3
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* Begin added vertex shader state/support.Brian2007-08-1612-17/+111
| | | | | Renamed pipe_fs_state to pipe_shader_state since it can be used for both vertex and fragment shader info.
* disable Z value scaling - it's done in sp_quad_depth_test.cBrian2007-08-161-2/+3
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* move the draw_alloc/free_tmps() functions to draw_prim.cBrian2007-08-162-24/+27
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* Remove GL/mesa types, rearrange things into more logical groupsBrian2007-08-161-40/+41
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* Add missing inlcude directory.michal2007-08-161-1/+2
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* Copy fragment z if the fragment shader does not write depth on its own.`michal2007-08-161-3/+30
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* Drawing code refactoring.Brian2007-08-164-885/+39
| | | | | Move code duplicated between draw_vb.c and sp_draw_arrays.c into draw_prim.c draw_vb.c will eventually go away, but this seems like a good step anyway.
* point/line/polygon drawing (factored out of draw_vb.c)Brian2007-08-162-0/+542
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* Silence warnings.michal2007-08-161-2/+2
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* Silence warnings.michal2007-08-161-6/+6
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* Silence warnings.michal2007-08-161-7/+6
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* Silence warnings.michal2007-08-161-5/+5
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* Use 'f' for float suffix.michal2007-08-161-1/+1
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* Remove mesa include directories, be stricter about include paths.Keith Whitwell2007-08-157-13/+4
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* translate GL texture targets to PIPE_TEXTURE_x valuesBrian2007-08-152-14/+43
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* added PIPE_PRIM_x tokens (matching GL), use in a few placesBrian2007-08-154-47/+61
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* Hook in new draw_arrays() code, disabled for now.Brian2007-08-154-6/+36
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* softpipe_draw_arrays() functionBrian2007-08-151-0/+663
| | | | | | | Also includes: Temporary stand-in for vertex program execution. draw_prim() code post-transform vertex cache
* added new draw_arrays()Brian2007-08-151-0/+6
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* convert vbo->draw_prims() to pipe->draw_arrays(): works in very limited ↵Brian2007-08-151-12/+69
| | | | cases, disabled for now
* added vertex array info fieldsBrian2007-08-151-0/+7
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* added draw_set_vertex_array_info()Brian2007-08-152-0/+20
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* commentBrian2007-08-151-1/+4
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* Add UsageMask to DECLARATION in TGSI.michal2007-08-1511-251/+276
| | | | | Interpolate FS attributes in the shader. Do not copy WPOS in FS.
* Add declaration_semantic token to TGSI.michal2007-08-157-85/+205
| | | | | Cosmetic changes, GLuint -> unsigned. Preserve mesa gl_fragment_program DEPTH and COLOR semantics.
* Declare fragment shader output registers.michal2007-08-151-27/+77
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* Cleanup, do not use fp_attr_to_slot[] mapping array.michal2007-08-151-99/+52
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* sketch out vbo drawing functionBrian2007-08-151-1/+57
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* added state funcs for vertex buffer/element infoBrian2007-08-153-0/+12
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* softpipe vertex element/buffer state funcsBrian2007-08-151-0/+56
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* commentsBrian2007-08-151-9/+21
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